Capcom is about to reveal more about deep down, a PlayStation 4 game first teased during Sony’s hardware reveal. deep down is being developed by Capcom Online Games and as expected is an online enabled RPG that supports a large number of players.

Quote:

VIDEO-CLick to Watch!:

Capcom is about to reveal more about deep down, a PlayStation 4 game first teased during Sony’s hardware reveal. deep down is being developed by Capcom Online Games and as expected is an online enabled RPG that supports a large number of players. The game’s genre is a “memory reading RPG” or “reading RPG” as see in katakana. The teaser site also mentions deep down requires an internet connection and is an online exclusive similar to Dragon’s Dogma Quest.

We should hear more about deep down too since the game will be shown at Tokyo Game Show.

“Deep Down is quite realistic, and we’re currently working on the visual display to be as close as it gets to photorealism,” says Ono about the PlayStation 4 game.

Quote:

Deep Down is an upcoming PlayStation 4 online multiplayer game, which is set in 2094 in New York, where players will explore dungeons and collect memories, while fighting dragons and other beasts. In a recent video from the PlayStation 4 Creator’s Interview series, executive producer Yoshinori Ono shares the latest on the game.

VIDEO-CLick to Watch!:

Ono starts the interview by stating that Capcom would like to challenge their new IP with a completely different worldview than any of their other titles. Deep Downwill revolve around a group of people who have special abilities, known as the “Ravens”.

The group are originally from New York, in the year 2094, and from there they’ll be traveling to different places of various eras to investigate and see what was going on during those times. According to Ono, questions such as “What happened in this era? Why did these people gather? Why are they doing this?” will be answered as you advance through the game—not only in solo mode, but multiplayer as well.

Ono states that Deep Down will be an online game at its core, which he hopes can fully utilize the PlayStation 4’s online capabilities. This includes creating stages that can visually impress the players.

“Deep Down is quite realistic, and we’re currently working on the visual display to be as close as it gets to photorealism. Within it, you’ll have things that get soiled or deteriorate. Everything deteriorates; for example, the rear end of my Blanka is already starting to fade,” expresses Ono, as he explains that the PlayStation 4 will be capable of showing such details and more, thanks to its high specs and processing speed.

According to Ono, the goal of Deep Down’s visual presentation is to bring an experience where players can feel a connection between real life objects, and those that are seen in the TV screen. Since Deep Down is going to be an online title, Capcom will be placing a lot of importance on the words “administration” and “continuation”.

“Once you get people to start playing an online game, I believe that you’ll want them to play for a long time, whether it’s for a year or two,” Ono explains. “In order to have people play for a long time, you’ll need things such as periodic updates and ongoing work for major updates, which are all things that are currently part of our administrative plans.”

Capcom will also be working on on a way to utilize the PlayStation 4 and PlayStation Vita’s connectivity through Remote Play, as they hope to expand the ways players will be able to enjoy the upcoming game.

For those of you who prefer single player games, or aren’t quite used to playing online, Deep Down won’t be forcing you to step out of your comfort zone.

“While Deep Down has been announced as an online game, it is not completely online-based, and you’ll also be able to play solo,” shares Ono. “The people who think ‘the threshold of online games are still a bit too high,’ will be able to start out solo. Then maybe once they get more comfortable and used to the way it’s played, they’ll be able to play with other Ravens, whether it’s with two or three others. We’ve prepared dungeons for such occasions. We’ll be making more announcements soon, and it would bring me great pleasure if you could all look forward to it.”

Deep Down is currently in development for PlayStation 4. We will also be hearing more about it when the game is shown at Tokyo Game Show.

Deep Down is set in the far flung 2094 in New York. You are a “Raven”, one who can read and access memories, thrusting you into various pasts and eras to explore.

Quote:

deep down is Capcom’s next-gen PlayStation 4 online multiplayer action dungeoneering title, and Famitsu got some hands-on time with the game. Deep Downis set in the far flung 2094 in New York. You are a “Raven”, one who can read and access memories, thrusting you into various pasts and eras to explore.

Quote:

The demo at Tokyo Game Show is a pre-made dungeon, with two choices of characters who both wielded spears. One of the main monsters players encounter during the demo are orc-like Hogs waving around huge swords.With combat so hectic, getting to the right skill and magic item is vital. The up/down buttons on the directional pad control skills, activated by hitting the triangle button. Magic items use the left/right directional controls to select, before players have to hold down the square key and then trigger the R1 or R2 shoulder buttons. Those two buttons control the strength of all attacks – R1 for weak attacks and R2 for stronger ones.

Holding L1 will make players walk, useful if you don’t want to run headfirst into traps or to bait foes into an attack. The L2 key will bring up a selection for players to equip or swap weapons. This won’t pause the game though and it’s possible to attack straight away while drawing a weapon from the pack. Finally, the new touch screen on the DualShock controllers will bring up the map of the area. The left thumbstick controls movement and the right the player’s aim.

Famitsu’s breakdown of their short time with the game was generally positive. The writer found himself facing off against those huge orc-like Hogs in the first picture, but timely jabs with his spear pushed the creature off-balance for a quick felling. Magical attacks seem pretty powerful too, with a Flaming Arrow more than capable of taking down the Hogs to near-death for a quick cleanup after.

Since they just announced it's a "free" game (let's hope they keep the digital steroids in the form of microtransactions to a minimum), it seems unlikely to require PS+ now since Sony said those types are left up to the publisher whether or not they need PS+ or not.

Deep Down certainly isn’t an HD take on the action-gamey mechanics of Dragon’s Dogma, but it didn’t quite feel as deliberate and committal as Monster Hunter either.

Quote:

Quote:

Deep Down started me off in a well-lit area, where I got a handle on my spear. As we’ve mentioned previously, R1 and R2 operate as different spear attacks. R1 is a regular stab, and R2 had my character jump back and stab. Holding L2 zoomed the camera into a third-person-shooter-like camera angle and modified each attack, making R1 a quicker attack and R2 a heavier one that didn’t involve jumping back.

It certainly wasn’t an HD take on the action-gamey mechanics of Dragon’s Dogma, but it didn’t quite feel as deliberate and committal as Monster Hunter either.

Once I had a general idea of how to use the spear, I decided to venture forth into the dungeon. Stepping onto a platform and waiting a moment created the dungeon around me. And it was very brown and gray. While I understand that caves aren’t usually the most colorful places in the world, there weren’t even any stalactites or stalagmites to liven things up, things just felt kind of boxy. Then, of course, the Hogs (imagine a combination of a troll and a pig) started attacking.

I managed to keep the first couple in front of me, walking backwards and stabbing them as they got too close, leaving pierce wounds with each strike. After putting a few holes in both of them, I decided to try a special attack with triangle, and my character dashed forward through his enemies with an attack reminiscent of Devil May Cry’s Stinger, killing the hogs instantly.

The next encounter was a bit more aggressive. My enemies attacked me from both in front and behind. The one in front struck first and landed a clean hit. It was about that moment that I realized one very important thing about the demo I was playing: there was no blocking.

After I took the first hit, I readied my spear and prepared for vengeance. It just so happened that I attacked in the general vicinity his next attack was coming from, so we parried each other. A series of parries continued for a good three seconds (with no damage to either of us) until the second enemy showed up behind me and covered the majority of my screen. He and the front enemy smacked me around for a while as I tried to find a way to escape, or at least adjust the camera into a position that wasn’t 90% enemy back. When this proved fruitless, I toggled through the special abilities at my disposal until I found a whirling slash.

Using it killed the two of them, but I was left with little enough health (or so I thought, at least—the minimalistic UI that the character wore on his belt seemed to be flashing to warn me of something) that I thought it’d be wise to use a potion.

Now, items in Deep Down aren’t used immediately. Pressing square and selecting an item from the menu will put it into your hand, and you press an attack button to use it. The potion worked as expected, but I also found a bomb that had found its way into my inventory. Seeing a couple of incoming Hogs, I readied it and tossed it into their path, igniting (but not killing) them. The fire looked beautiful, but their continued survival meant that I got a bit more parry practice in before they met their demise.

I kept going through the randomly generated dungeon and found a couple of treasure boxes and ladder that led to a dead end. Once I realized where to go, I found a platform like the one that brought me into the dungeon, stood on it, and the short demo was over. Not even a reference to the dragon fight that Capcom’s been teasing (maybe they want to save that for when you have a shield to melt). I wish the demo would have let me do more than run around a boxy cave and poke Hogs, but I’m curious to see how Deep Down will play with more than just a spear.

Sony have shared a look at some of the presentations from their Tokyo Game Show booth, where game showed their titles off to the audience. First up is Capcom’s Deep Down.

Quote:

Sony have shared a look at some of the presentations from their Tokyo Game Show booth last month, where a variety of game developers took the stage to show their titles off. First up is Capcom’s Deep Down, which you can find below.

Famitsu has a little tidbit about deep down, Capcom’s upcoming online enabled PlayStation 4 game, and listed some of the dungeons players will explore.

Quote:

Famitsu has a little tidbit about deep down, Capcom’s upcoming online enabled PlayStation 4 game. Players will be able to enter the Dungeon of Wrath, Dungeon of Sorrow, Dungeon of Premonition, and Dungeon of Anxiety in the game. Sounds like some happy places!

Deep Down from Capcom Online Games looks like it’s set it a fantasy world, but the game actually takes place in future New York. You play as one of the Ravens, a special group that can travel back to the past and search for memories to find out what

Quote:

VIDEO-CLick to Watch!:

Deep Down from Capcom Online Games looks like it’s set it a fantasy world, but the game actually takes place in future New York. You play as one of the Ravens, a special group that can travel back to the past and search for memories to find out what happened. Each of the dungeons in Deep Down are rooted in different emotions like the Dungeon of Sorrow.

It is for this reason that Capcom developed their “Panta Rhei” engine, says Capcom’s Masaru Ijuin.

Quote:

“The amount of work involved in making games for next-gen consoles is eight to ten times greater than what is required for the current generation of consoles,” says Masaru Ijuin, Senior Manager of Technology Management at Capcom, in an internal discussion.

It is for this reason that Capcom developed their “Panta Rhei” engine, says Ijuin—because their versatile MT Framework engine, which they have employed on every platform from Xbox 360 to Wii to 3DS, was starting to impose limitations on next-gen work.

“Upgrading MT Framework was definitely an option, and there were people in the company who were a little hesitant about developing a new engine,” admits Ijuin. “But taking the easy route often fails to bring about the best results. Improvements to MT Framework might have reduced the work time from one hour to 30 minutes. We sought to go beyond that and shorten those 30 minutes to ten.”

Unfortunately, such a drastic change comes with challenges of its own, Ijuin says. Capcom’s creators will have to “start back at square one” when learning how to develop games using Panta Rhei. This is because “Next-gen consoles have drastically redefined the way games are rendered,” according to Ijuin.

That having been said, Panta Rhei is meant to help cut down on development time, and Ijuin goes on to provide an example of how it will do so.

“One of the main features is ‘parallelization’. Normally when a game is made, the planner comes up with a plan, and the designer draws a map,” says Ijuin. “The characters are then placed on the map and the created game is played. If the game’s not fun, the map is redesigned from scratch. This is what you would call a serial process. On the other hand, Panta Rhei transforms this into a parallel process, thereby minimizing work loss through the coordination of efforts.”

Panta Rhei will also enable the company to make games appear more realistic. In particular, Capcom are interested in the concept of “global illumination,” where colours of objects will reflect off of their surroundings.

Ijuin says that, going forward, Capcom will continue to use MT Framework to develop games for current-gen consoles, handhelds and smartphone devices. Meanwhile, Panta Rhei will be employed for development of multiplatform next-gen titles. Deep Down, for instance, is being developed using Panta Rhei, even though the engine is being built alongside the creation of that game, and Panta Rhei’s designers are coordinating their development efforts with the Deep Down development team.

“This relationship will continue until we reach the development deadline for Deep Down,” says Ijuin. “I’m pretty sure Panta Rhei will be complete by the time Deep Down is ready for release.” Beyond that, he says, Capcom will continue to make improvements to the Panta Rhei engine as necessary.

Here’s a look at some of the different kinds of weapons and armor in deep down.

Quote:

Quote:

deep down is an upcoming free-to-play action game by Capcom Online Games, where you’ll be traveling back to the past of various eras in order to search for memories to solve mysteries. Here’s a look at some details shared through Sony’s Play.Community blog, on how players will be using weapons and armor in the game.

In deep down, players will enhance their strengths by acquiring better weapons and armor. Selecting your weapons according to what you’ll be fighting and the types of dungeons you’ll be exploring will be a major part of the game’s strategic element.

Here’s a look at some of the weapons you’ll be using in deep down:

Spear:

The spear is considered a standard weapon in deep down. The concept behind the weapon is to “aim and thrust,” and it will have various other uses aside from damaging, such as hitting the enemy’s foot to slow them down, or their arms to stop them from attacking.

Various enemies will have different weak points, so the Spear will come in handy for hitting those exact spots for critical damage and other effects.

One-handed Sword:

The best part about the one-handed sword is that it also lets you use a shield, making it possible to block enemy hits. Additionally, it’s fairly quick, so you’ll be able to take on several foes at a time. With its ability to use a shield and block, this weapon is recommended to novice players.

Two-handed Sword:

The two-handed uses its high strength to its advantage. It might be slower than the spear or one-handed sword, but the extra damage makes up for it. It also has a long attack range, so it’ll come in handy when it comes to taking out small, pesky enemies.

The above is a look at some of the armor illustrations, inspired by those used in 15th century Europe. Your equipment will be divided into several parts such as body, head, and more. Your armor set up will determine the types of skills you’ll have available.

The types of weapons and armor you’ll be using will also be determined by a statue that has the memories of a generation, giving you the appropriate equipment of its era.

Just subscribing more or less. I plan on watching the trailers and such you guys have been posting later. At first I thought this was going to be a Dragon's Dogma sequel (because of the DD initials). The games looking pretty though. Since it's free to play I'll try it at the least when I get a PS4 in a few months, and it finally drops. I'm just hoping the FTP portion isn't gimped too much with much of the fun factor being hidden behind a pay wall like some FTP games tend to be.

__________________
Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth.